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Mixed use of ranged and melee
Posted: Fri Mar 16, 2012 12:26 pm
by romaniac
Today I have a question regarding the proper use of hte parameter COMBAT_DISTANCE. I have a melee character with one distance attack for pulling. I would like the bot to engange with the distance skill at maximum range if it is free, or close to melee range if it is on cooldown.
If I set COMBAT_DISTANCE to a long range, the distance skill works, but the bot keeps its distance and never attacks with the melee skills.
If I set COMBAT_DISTANCE to a short range, it will always first close to the short range and only then attack with the long distance skill.
I have tried setting the PULL-Parameter to true but did no see any change.
What is the way to configure a bot for pulling?
Maniac
Re: Mixed use of ranged and melee
Posted: Fri Mar 16, 2012 8:32 pm
by lisa
You can configure it to use the ranged skill to pull and then move in for melee attacks, the trouble is it will wait for that skill to be off cooldown before initiating an attack.
So if the skill has a cooldown of more than 6 seconds it actually works against you.
Re: Mixed use of ranged and melee
Posted: Tue Mar 27, 2012 6:39 am
by rock5
romaniac wrote:If I set COMBAT_DISTANCE to a long range, the distance skill works, but the bot keeps its distance and never attacks with the melee skills.
I started trying to use Surprise Attack today and noticed similar behavior. I wonder if this is something that should be fixed or is it preferable that it wait for ranged attacks to come off cooldown?
Personally I would prefer that if no skills are currently available at the pull-only range, it should immediately close with the target.
Re: Mixed use of ranged and melee
Posted: Tue Mar 27, 2012 7:37 am
by rock5
Did a quick fix. Set self.ranged_pull = false just after it checks the skills, so if it doesn't find a skill, it immediately moves in. This worked with Surprised attack but would not work where you want to wait for mobs to come closer. At the moment it waits 3 seconds. I wonder if we should add an option eg. PULL_ONLY_TIME so you can change it. In my case I would set it to 0 so it would check the skills only once then move in.
Hm... I think there are 2 issues here. 1 is the ammount of time it waits after using the ranged skill and 2. is that it waits for the ranged skill to come off cooldown.
Maybe we could make it the default behavior that, if no skill is available, then it moves in. If it uses a skill then we have a new option to specify the time it waits after using the skill.